201,593 Commits over 4,171 Days - 2.01cph!
Added "Use Vertex Normals" option to terrain shader for debugging/authoring
Removed unused keyword code from terrain meta
Fixed AI designer goal pasting issue
Marked a bunch of unit conditions as cachable
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed
Various AI designer improvements
DSE skips considerations when scoring a module.
Module score (bonus - penalty) is applied to both the Goal and Goal Plan.
Remove "inherit score from module" on goal nodes
blackboard is now passed down from modules
Fixed some quirks/acne in shadow feet workaround
Fixed rust/std blend4 secondary uvs + touched relevant shaders
Cleaned and simplified up standardlayer usage
vending machine tooltip shows if item for sale is blueprint or not
added tire effects when car drives over different surfaces
Disabled DSE caching in config
Fix for board and tile toppers (capture poinst etc) disappearing when your AI game is interrupted during the board intro.
Fixed long names fucking up on scoreboard UI
Reworked how league table preview is ordered/handled in the menu.
Fixed table ordere issues for all the menu screens.
Unit panels now visible at 0.9 alpha.
Fixed scene order so emotes and emote options appear on top of the current unit panel
playerdatabase.stats now numbers entries and also displays how many people have played an online game.
playerdatabase.stats now lists steam ids
Wind shader api changes
Added wind to core/foliage
Hapis Island site B tunnels now has a chance to spawn elite crate loot
added timestamp to loggers
Cherry picked shader changes from blend4-fixes
added mm.list command to show players queued in matchmaking
Renamed MissionInstance to AvailableMission to improve clarity
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Grey out gang selection buttons when the gangs don't exist, instead of erroring out
Auto-create a debug gang and join it if there aren't any gangs, so test maps etc can still be used
Gang buildings on testmap_smaller
Adding spawning in the new type of gang buildings
Server/client fix for debug gang creation
Gangs can exist with no leader now, some minor edits to support that
Set gang leader as owner on gang buildings
Fixed some fields not persisting in MachineProcessActionDesire
Removed gang Founder references since they're created at startup now with no founder.
Remove ability to take over gang houses. Can still take over personal units.
ui work and tweak text for names